Esempio n. 1
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        public ColumnedBuildingBlockBuilder(StoryCalculator storyCalculator, Func <int, IEnumerable <int> > generateColumns = null)
        {
            this.storyCalculator = storyCalculator;
            this.random          = new Random();
            this.modColor        = new ModColor(this.random);

            this.generateColumns = generateColumns ?? this.GenerateColumns;
        }
Esempio n. 2
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 public BuildingBlockBuilder(StoryCalculator storyCalc)
 {
     this.storyCalculator = storyCalc;
     this.modColor        = new ModColor(new Random());
 }
Esempio n. 3
0
        public ClassicBuilding(Vector3 corner, int widthStories, int heightStories, int depthStories, StoryCalculator storyCalc)
        {
            var builder = new ColumnedBuildingBlockBuilder(storyCalc);

            var random      = new Random();
            int totalHeight = 0;

            var geometry = new List <IGeometry>();

            var oppCorner = new Vector3(
                corner.X + (widthStories * storyCalc.StorySize),
                corner.Y - 0.5f,
                corner.Z + (depthStories * storyCalc.StorySize));

            Vector3 center = (oppCorner + corner) / 2;

            center.Y = 0.0f;

            // Base of the building
            geometry.Add(new Box(corner, oppCorner));

            var tierScale = 0.6 + (random.NextDouble() * 0.4);

            widthStories -= 1;
            depthStories -= 1;
            while (totalHeight < heightStories)
            {
                corner.X = center.X - ((widthStories / 2.0f) * storyCalc.StorySize);
                corner.Z = center.Z - ((depthStories / 2.0f) * storyCalc.StorySize);
                corner.Y = center.Y + (totalHeight * storyCalc.StorySize);

                int tierHeight;
                if (heightStories - totalHeight < 5)
                {
                    tierHeight = heightStories - totalHeight;
                }
                else
                {
                    tierHeight = heightStories * 2;

                    while (totalHeight + tierHeight > heightStories && tierHeight != 0)
                    {
                        tierHeight = heightStories - totalHeight > totalHeight / 3
                            ? random.Next((heightStories * 5) / 6) + (heightStories / 6)
                            : heightStories - totalHeight;
                    }
                }

                geometry.Add(builder.Build(corner, widthStories, tierHeight, depthStories));

                totalHeight += tierHeight;

                widthStories = (int)(tierScale * widthStories);
                depthStories = (int)(tierScale * depthStories);
                if (widthStories < 1)
                {
                    widthStories = 1;
                }

                if (depthStories < 1)
                {
                    depthStories = 1;
                }
            }

            this.aggregateGeometry = new AggregateGeometry(geometry);
        }